I think by the time 2030/2032 comes around and Cyberpunk sequel launches, we will see more in-world UI's and dispense with "gamey" off world UI screens with the usual look to them.
For example, when I go up to a food vendor and want to buy something, instead of switching to a game menu to pick tiny icons, the vendor hands me a menu, I look down at it and select a slice of pizza, then I put the menu down, the vendor hands me a slice of pizza and I eat it.
More work? Maybe. Maybe not. Use AI to create all the animations by then. But to have a truly immersive world (not unlike how RDR2 did it years ago), this is how it's got to be.
We should be planning our games now, for what others will be doing and expect in 2030+.
Second big suggestion I have is around conversations and dialog. In CP2077, the game tells you straight up which dialog choices matter (highlight in yellow) and which are fluff (blue). This ruins the whole enjoyment of deciding for yourself how to get through a conversation, and really only appeals to those wanting to skip the flavor text. Well that's kind of meta and definitely takes you out of the game. Dialog should be a thoughtful choice about how to find information and resolve a conversation. The game shouldn't tell you the path.
On the subject of conversations. There are many ways to make dialog choices matter without having to fork story outcomes. Some choices or paths can unlock gifts, items, map locations, evidence, get exp, clues that make solving other missions quicker, etc. Dialog can be a mini-game into itself, re-inventing the otherwise fake illusion of choice or benefit current game flavor text is giving us.
90% of the dialog choices in CP2077 mean nothing and do nothing. So hoping the sequel has a fresh take on how dialog in RPG's are handled.
For example, when I go up to a food vendor and want to buy something, instead of switching to a game menu to pick tiny icons, the vendor hands me a menu, I look down at it and select a slice of pizza, then I put the menu down, the vendor hands me a slice of pizza and I eat it.
More work? Maybe. Maybe not. Use AI to create all the animations by then. But to have a truly immersive world (not unlike how RDR2 did it years ago), this is how it's got to be.
We should be planning our games now, for what others will be doing and expect in 2030+.
Second big suggestion I have is around conversations and dialog. In CP2077, the game tells you straight up which dialog choices matter (highlight in yellow) and which are fluff (blue). This ruins the whole enjoyment of deciding for yourself how to get through a conversation, and really only appeals to those wanting to skip the flavor text. Well that's kind of meta and definitely takes you out of the game. Dialog should be a thoughtful choice about how to find information and resolve a conversation. The game shouldn't tell you the path.
On the subject of conversations. There are many ways to make dialog choices matter without having to fork story outcomes. Some choices or paths can unlock gifts, items, map locations, evidence, get exp, clues that make solving other missions quicker, etc. Dialog can be a mini-game into itself, re-inventing the otherwise fake illusion of choice or benefit current game flavor text is giving us.
90% of the dialog choices in CP2077 mean nothing and do nothing. So hoping the sequel has a fresh take on how dialog in RPG's are handled.


